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Aurora.3/code/controllers/subsystems/icon_cache.dm
Lohikar 9c33cc2e09 Minor refactors/fixes (#4589)
changes:

Underwear has been promoted to a human layer; this might fix some potential issues with human icon caching.
turf/Entered() code has been cleaned up and proximity checks have been timerized.
Fixed an issue where openspaces wouldn't render objects that entered an openspace after init.
Shortened organ keymap prefix as it didn't really need to be that long.
2018-04-15 22:13:24 +03:00

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/var/datum/controller/subsystem/icon_cache/SSicon_cache
/datum/controller/subsystem/icon_cache
name = "Icon Cache"
flags = SS_NO_FIRE
init_order = SS_INIT_MISC_FIRST
// Cached bloody overlays, key is object type.
var/list/bloody_cache = list()
// Cached holo effect multiplier images.
var/list/holo_multiplier_cache = list() // 2-layer list: icon -> icon_state -> /image
// Cached holo effect adder images.
var/list/holo_adder_cache = list() // 2-layer list: icon -> icon_state -> /image
var/list/floor_decals = list()
var/list/flooring_cache = list()
var/list/mob_hat_cache = list()
var/list/magazine_icondata_keys = list()
var/list/magazine_icondata_states = list()
var/list/stool_cache = list()
var/list/floor_light_cache = list()
var/list/ashtray_cache = list()
var/list/uristrunes = list()
/*
Global associative list for caching humanoid icons.
Index format m or f, followed by a string of 0 and 1 to represent bodyparts followed by husk fat hulk skeleton 1 or 0.
TODO: Proper documentation
icon_key is [species.race_key][g][husk][fat][hulk][skeleton][s_tone]
*/
var/list/human_icon_cache = list()
var/list/tail_icon_cache = list() //key is [species.race_key][r_skin][g_skin][b_skin]
var/list/light_overlay_cache = list()
// Cached body hair icons, used by resomi.
var/list/body_hair_cache = list()
// Cached human damage icons.
var/list/damage_icon_parts = list()
// Cached human body markings.
var/list/markings_cache = list() // [icon]-[icon_state]-[limb_name]-[color]
var/list/human_eye_cache = list()
var/list/human_lip_cache = list()
// Cached composited human hair (beard & hair).
// Key:
// hair+beard: [beard_style][r_facial][g_facial][b_facial]_[hair_style][r_hair][g_hair][b_hair]
// haironly: nobeard_[hair_style][r_hair][g_hair][b_hair]
// beardonly: [beard_style][r_facial][g_facial][b_facial]_nohair
var/list/human_hair_cache = list()
var/list/organ_keymap = list()
var/current_organ_keymap_idex = 1
// This is an assoc list of all icon states in `icons/mob/collar.dmi`, used by human update-icons.
var/list/collar_states
var/list/uniform_states
// This is for the kitty ears item.
var/list/kitty_ear_cache = list()
var/list/ao_cache = list()
var/list/light_fixture_cache = list()
var/list/rgb_blend_cache = list() // not an icon per-se, but this proc could be expensive so we might as well cache it.
var/list/space_dust_cache = list()
var/list/space_cache = list()
var/list/crayon_cache = list()
var/list/istate_cache = list()
/datum/controller/subsystem/icon_cache/New()
NEW_SS_GLOBAL(SSicon_cache)
/datum/controller/subsystem/icon_cache/Initialize()
build_dust_cache()
build_space_cache()
setup_collar_mappings()
setup_uniform_mappings()
..()
/datum/controller/subsystem/icon_cache/proc/setup_collar_mappings()
collar_states = list()
for (var/i in icon_states('icons/mob/collar.dmi'))
collar_states[i] = TRUE
/datum/controller/subsystem/icon_cache/proc/get_organ_shortcode(obj/item/organ/external/organ)
if (QDELETED(organ))
return null
var/key = organ.get_mob_cache_key(FALSE)
. = organ_keymap[key]
if (!.)
organ_keymap[key] = "o[current_organ_keymap_idex++]"
. = organ_keymap[key]
/datum/controller/subsystem/icon_cache/proc/setup_uniform_mappings()
uniform_states = list()
for (var/i in icon_states('icons/mob/uniform.dmi'))
uniform_states[i] = TRUE
/datum/controller/subsystem/icon_cache/proc/generate_color_variant(icon/icon, icon_state, color)
var/image/I = new(icon, icon_state)
I.color = color
return I
/datum/controller/subsystem/icon_cache/proc/build_dust_cache()
for (var/i in 0 to 25)
var/image/im = image('icons/turf/space_parallax1.dmi',"[i]")
im.plane = PLANE_SPACE_DUST
im.alpha = 80
im.blend_mode = BLEND_ADD
space_dust_cache["[i]"] = im
/datum/controller/subsystem/icon_cache/proc/build_space_cache()
for (var/i in 0 to 25)
var/image/I = new()
I.appearance = /turf/space
var/istr = "[i]"
I.icon_state = istr
I.overlays += space_dust_cache[istr]
space_cache[istr] = I
/datum/controller/subsystem/icon_cache/proc/get_state(icon/I, state) // returns an APPEARANCE, not an image!
if (!isicon(I))
CRASH("Expected icon.")
if (!istext(state))
// non-fatal, so just print a message then carry on.
crash_with("Received non-text icon_state '[state || "(NULL)"]'; normalizing, but this shouldn't happen.")
state = "[state]"
var/list/cache = istate_cache[I]
if (cache)
if (cache[state])
return cache[state]
else
cache = preload_icon(I)
var/image/im = image(icon = I, icon_state = state)
return cache[state] = im.appearance
// Loads all icon states in an icon into the istate cache.
/datum/controller/subsystem/icon_cache/proc/preload_icon(icon/I)
log_debug("SSicon_cache: preloading '[I]'...")
var/list/cache = list()
var/image/im = new(icon = I)
for (var/state in icon_states(I))
im.icon_state = state
cache[state] = im.appearance
log_debug("SSicon_cache: preloaded [cache.len] states.")
istate_cache[I] = cache
return cache